The GUI is currently static, which I assume mean textures are generated for the polys once at the start then its just a matter of drawing quads with those texture. My GUI is currently built out of 8 JPanels, each of which has a UIWindow. So I'd assumed (I assume alot) that this was going to be 16 triangles textured and placed in the right place...

However, I lost 100 FPS from the addition. I've made it possible to toggle the GUI on and off (with TAB for those who try out the demo) and using this you can see the significant drop.

1) Is this the expected sort of drop?2) If not, a) Am I assuming something wrong and could design my GUI in a better way. b) Are there plans for improving the peformance of the GUI.

Right now because we do not yet support sub-texture update we break the overlay into very small peices. That way when the dirty region list is found we only have to update a couple of the textures. This is not optimal because it means a lot of additional shapes. That being said, your frame rate drop does seem extreme. Are you repainting your component on every frame?

When I do get sub-texture working then we can fall back to the way the overlay is supposed to work, which is to calculate an optimal set of power of 2 size textures to map the window into.

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